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Challenge Thread - Full Moon EVERYTHING Rush

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Hi Everyone,

 

I made an efficiency challenge, feel free to check it out

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Challenge Checklist HERE

Basically, grab 7 other friends, pick all different characters and on an official Klei server, gather everything on the checklist above.

You can save a copy of the note, and start checking them off yourself.

 

We were talking on doing it on an EU server, we managed to only complete a small portion, but it seems to be doable, just very hard.

It feels like playing The Gorge to be honest, but using DST overall.

 

Highly recommend it if you are up for the challenge.

 

Since you probably won't reach everything on the list, you can also post screenshots of partial challenges complete, and count each check.

Would like to have this as a mod that automates the checklist (similar to bingo mod) but that might be too involved.

 

glhf

 

If anything is missing from the "Everything" list, please let me know and I can add it.

 

What I say when I mean "Everything"

- Everything possible and useful by day 11

Basically, if you were playing a pub, and it was something useful to have by day 11, then it is on the everything list.

Useless items no one wants to use are basically excluded.


Wilson Rework - The Scientist

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Hi all,
Here is a design that attempts to achieve the following goals from Wilson's identity :

1. Wilson is a simple character, with no downsides

2. Wilson is a scientist, likes experimenting

3. Wilson is intended as the face of don't starve, and he should be flavorful

4. Wilson is intended to be easy to get into for new players without being confusing

5. Wilson has a lot of knowledge and sanity to boot, similar to wicker

6. Wilson is a forgiving character to play

7. Wilson has to be a team player with some ability of revives (as seen in the forge)

 

New ability : Portable Chemistry Set

This is a new portable station (that Wilson can start with) which can be dropped like Maxwell book that unlocks some formulas that can be made with ingredients at the cost of sanity on use. The potions spoil in 3 days, to prevent stockpiling. Other characters can drink or use them, but cannot make them. The potions have mild support effects.

 

1. Heartpulse Formula

2x spider glands + 2 nitre + 30 health

This formula is like a telltale heart,with bonus points reviving at 100 health instead of 50, and without booster shot needed. The downside is that it doesn't restore sanity on use, but drains 20 sanity to the person using it on a ghost

Reason: as per his forge design, and the fact that new players die a lot, this would help for revives

 

2. Luminus Formula

2x light bulb + 2x nitre

Upon consumption, makes Wilson glow, with the duration of 3x a lesser glow berry. It consumes 20 sanity on use.

reason: new players usually avoid caves, and this would help them out

 

3. Sanity+

4x flowers + 2 nitre

Restores 30 sanity.

reason: simple formula for new players that wish to spend extra nitre resources to not have to deal with nightmare creatures

 

4. Trinitretolleus (crafts 3)

3x nitre + 3x ashes

Throwable gunpowder (like balloons)

It does 59.5 damage on hit, sets targets on fire after 3 hits in short succession, and no fire otherwise. Works in an aoe. These spoil in 10 days, instead of 3, and do not cost sanity on use.

Reason: for players that have issues kiting, this can help as a ranged attack with a cost of grinding. Numbers can be tweaked.

5. Brightbark Formula

1x logs + 1x nitre

A fuel item that lasts as long as glommer's goop. Creates efficiency at the cost of nitre. No sanity cost on use (because it is not drank, but fuel)

 

Let me know what you think of this approach and if you have other ideas of interesting formulas that fit Wilson's identities.

 

Bonus: I would also add a "Use" option to Maxwell's book and the portable chemistry set, which simply drops it at your feet, to make new players understand how it is used

 

New Firepit skin for Hot Lava owners!

Woodlegs in DST

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Here's my third idea for character from base game:

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1. Woodlegs has identical statistics like in Shipwrecked.

2. Woodlegs at start get his Lucky Hat and two dubloons.

3. He loses 4,8 sanity points per minute on the land or 0 sanity points per minute on boat.

4. In materials tab he has access to the dubloons , which requires:

3X Gold Nugget

Dubloons stack up to 10 pieces. Dubloons which Woodlegs drops as a result of frog’s attack or death are destroyed.

5. Woodlegs loses sanity according as number of dubloons in his inventory (Just as Oinks in Warbucks inventory):

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Dubloons have no effect when they are in backpack or Bundling Wrap. When Woodlegs is on boat dubloons don’t give him more sanity points.

6. Woodlegs can craft Lucky Hat available in Clothes Tab Which requires:

10X Dubloons + 4X Bone Shards + 6X Silk

The lucky hat reveals a treasure for Woodlegs once every 400 seconds. The hat has 3.5 days of durability. After digging up X Marks the Spot, a special kind of chest appears, containing treasures. After destroying the hammer, the box does not leave any materials and after removing all the treasures contained in it, it disappears. Possible combinations of treasures and chance for them:

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Good and Rare Treasure are more diverse. They consist of items divided into three categories:

     Standard Treasure – Set of items always in chest.

     Random Treasure –  There is always one item on the chest from the list of random items with a different chance. Standard random treasures include:

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     Change Treasure – All items from the list of chege items can be in chest depending on change:

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Good Treasures includes:

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Rare Treasures includes:

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After Lucky Hat spawns new treasure Woodlegs don’t see it on the map. Treasure have to be finded. Only then player see X mark. Any character can dig a treasure.

7. From the begginig of the game Woodlegs can craft two new items availablr in seafaring tab:

     Pirate Mast:

15X Dubloons + 4X Boards + 10X Silk

Mast can be lowed three times. Every stage of mast works as one regular mast.

     Pirate Cannon:

25X Dubloons + 4X Cut Stone + 2X Boards

Pirate Cannot can only be placed on a boat. After placing it, player can open it. One slot appears. This slot can be filled with gunpowder. To fire the character must aim. Fired gunpowder deals 99 damage in a small area.

8. Woodlegs have new item available in Fight Tab – Peg Leg, which requires:

3X Log

Peg Leg deals 37,5 damage points and has 50 uses.

 

Five new Trinkets appear with Woodlegs. These trinkets can be given to the Pig king (of course he is not Wilba's father) in exchange for gold nuggets. However, if Woodlegs gives them to Pig King, he gives him doubloons instead. Individual trinkets give different amounts of gold and dubloons:

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New trinkets with the exception of One True Earring can be found in the same ways as all others.

Poll: would you like a horror biome where sanity is the statistic to which you pay the most attention?

wes rework

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Wes is a really boring character so i just wanted to make him hard with minor abilities and debuffs but basically

he can switch places with his balloons to negate damage

 Wes Portrait<-------------->Balloon shape

and he poops himself when hit

both of these would be fueled by his hunger bar so that he loses hunger incredibly quickly during combat, to nerf the balloon perk i have thought of adding a timer or a rng system

(this is just seeing who thinks this would a good idea and maybe i'll poste it)

Can anybody help me get rewards in douyu?

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I have no idea what to do to get rewards from watching streams in douyu. I already have an account and it is linked to my klei account but no matter how much I watch, I get nothing. Maybe there's some sort of indicator that drops are enabled like twitch? I don't know chinese so I mostly fumble my way through the interface and menus. And I can't use regular twitch due to my linked account being compromised and unable to be unlinked now

The Biggest Fears of DST and DS Characters

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So with the halloween season coming closer and closer i thought it can be, a good time to make this thread. So as the title says what do you think the biggest fears for every character in DST and DS are? It might be important later in lore maybe, you never know. Let's start discussion.


Where did the idols come from...?

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Okay okay okay, let'a put all issues aside and talk about lore:

Where did Woodie learn how to make those idols in the first place?

Someone must've explained how to make idols to let him control his own therian power. Could he have met a gypsy just like Lawrence Talbot?

It's kind of a shame the short didn't even talk about the origin of the idols, but still let's discuss their origins.

There are natives in Canada that might have assisted Woodie into lowering his menace in Canada. My buddy @Raven Crow even described Woodie as a skinwalker.

Know Your Anenemy (Now with video yay I guess)

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Previous post stuff:
 

Spoiler

So, have you guys found any interesting uses for the Anenemy? Sure, you can use it as you would use a tooth trap or a bramble husk, but, at least for me, it's not worth the annoyance of having to run around it or having to kite it to get the loot.

Here's some info about the Anenemy:
- Deals 60 damage with a cooldown of 1 minute. (That's 480 per day each)
- You can realocate them with a shovel after triggering it.
- Cannot hit flying mobs such as bats (unless they are sleeping) or the dragonfly.
- Has AOE damage (cannot hit walls, which is great).
- Takes a while to deal damage after being triggered, making some mobs (such as hounds) able to get past without taking damage depending on the angle.
Does damage even when unloaded, as long as there's a mob standing over it.

With that info I was able to come up with two uses for it:
A lazy way to gather goat milk

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As you can see on the picture, there's two enclosed spots. One of the enclosed areas has the goats and the other is connected to a corridor that has eleven anenemies (enough to leave the goat low enough to die to a morning star hit). To use this you have to separate one goat from the herd, aggro it using something like an ice staff to bait it through the corridor and then give it a last hit using a morning star. (PS: Make sure to place the anenemies before the walls, I'm sure you know how the hitboxes can be a bit janky)

aaand... Another way to cheese the ancient guardian! (as if we didn't had enough of those)

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If you place an anenemy under the guardian, after leaving the area it will kill the guardian in twenty-one days (obviously less if you manage to squish another one there), which is one day more than the time that it takes to recharge the atrium portal (I think it's pretty great considering you don't have to take any risks, such as losing the horn to the void). To do this you have to make it charge against you, then bait it far away enough to make it come back, record the spot in where it will stand after losing aggro on you, make it leave the spot where you want to put the anenemy and put it there, and then, finally, bait it again the same way you did to make it go back to where you put the anenemy. Sounds kinda complicated but after doing it the first time you'll see it's not (I can make a video on it if someone got confused or something).

I also tried:
> Placing one anenemy in each of the spots the mobs of the ruins would respawn after resetting the ruins, but they force dig it after respawning (kinda sad but fair). - Thanks to @Electroely info and @Bird Up picture now we know that this is possible and how to do it. Thanks guys!
> Using it to get rid of bats using a pig skin as bait, but the flying hitbox remains the same even during the "going down to eat" animation (which is a bit lame).


I guess that's all I had to share. What do you guys like to use the anenemy for?

Edit: 

Pitch for upcoming Wolfgang or wigfrid short

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Make a visual short based on the Wolfgang and wigfrid debate.:wilson_sneaky:

[Woodie Rework] A Return to Roots: Make Werebeaver FUN Again!

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Klei, you're an Indie game studio who stands apart. A company with integrity and evident talent; who produce sterling quality games, both well-designed mechanically, and presented with admirable artistry. You've built a reputation of respect and good will with your community/player base; espousing a continued effort to listen to our well-intentioned concerns and requests, especially during this delicate process of refreshing old, familiar characters.

Characters whose identities you birthed during 'Strange New Powers' (and incidentally when Woodie was first brought into this world and delivered into our welcoming arms!) — back when Don't Starve was being shaped into the games that it has grown to become today. From that time on, we, the Don't Starve community players - DS & DST - have sampled, and played, and adopted these various actors on the world stage as our very own: chosen, and dearly beloved, in the years following their introduction. Bonds have been forged, and play styles crafted - each flavoured and facilitated by our favourite characters.

In this rework, the stakes are high. What phoenix arises from the ashes of the original character is likely to become their final form this Constant will ever know. Into the furnace of this fiery reforge enters Woodie. Our beloved Canadian lumberjack extraordinaire. Blessed, or cursed as some consider it, with a dark secret... most evidently on display every full moon. When an insatiable hunger rises in his bosom for the matchless material most prized by every world-maker - WOOD!

For players in this Don't Starve universe, no base can be built, no stage set, no ship sailed, without vastless quantities of this priceless substance. More valuable some could argue than all the gold, marble, moon rock, precious gems, and thulecite any world could offer.  One thing is true, you'll surely be requiring much more of it than any other. It lies at the heart of most every floor, burns in the belly of most every fire, guards at every gate, and constitutes the stuff of most any structure you could place. It's foundational; fundamental to every base design, followed by other essentials such as cut stone, rope, and twigs.

Stemming from this realization, we see the core drive a player has commensurate to the ravenous hunger of Woodie's wereform - an endless appetite for resource gathering; collecting enough building material to fuel their design vision! Brought to light under thrall of each full moon, a return to roots so to speak, may this proposal stand:

Make Werebeaver FUN Again!

It's important we axe this question: 'Who is Woodie?' Identity matters; form should follow function. Woodie was born to be a resource gatherer like no other. A farmer of any crafting material a player has at their fingertips, literally and figuratively; with a specialty in collecting what matters most to any lumberjack - WOOD. Maxwell is Woodie's closest match to this role in the DS/DST cast/crew, but they complement each other more than compete in this regard: Maxwell is a gathering generalist whose shadow puppet minions harvest en masse, and at will, any material within reach, but outside of direct player control besides proximity, and regardless of its quality. In other words, Maxwell shines at gathering quantity, not quality. 

Woodie, on the other axe/hand, is a true resource gathering specialist; focused on gathering quality with an efficiency no other character can (or should be able to) match. The player has the full control and benefit to be selective about which targets they harvest; whether only fully mature trees to maximize their harvest, or maybe only gold boulders and not other types nearby, and beyond, all while at an ACCELERATED RATE in comparison to any other character wielding a tool. This is primarily possible by means of Woodie's wereform, but also by the key to his transformation process - Woodie's magical cursed axe Lucy, or by being bathed in the light of a full moon, the source of the true power underlying this were-process.

Not only is wood up for grabs either. Combat brings many rewards of its own that are only possible to obtain through this channel. Thereby, let it be proposed that Woodie, through Lucy and especially his wereform, be equipped to thrive in this endeavour as well.

[Woodie Rework] A Return to Roots: Make Werebeaver FUN Again!

(Disclaimer: all proposed numbers are carefully considered estimates. They are subject to testing, and may require some adjustments/tweaking for balance purposes)

- Human Woodie: Remove log metre. So Human Woodie only has Hunger, Health, and Sanity Metres, as already established by the refresh.

- Human Woodie: Chop trees with Lucy. Lucy is an infinite axe with a Werefever metre (Beaver Fever, hehe). The longer Woodie chops, the higher the fever metre frenzy grows in Lucy (similar in nature to the Obsidian axe's charge level). Essentially she keeps track of the Werefever growing inside Woodie (and herself), and facilitates his transformation when he reaches max frenzy (Werefever metre reaches 100% and maxes out the level displayed overtop of Lucy). Woodie will then transform into his wereform, and drop Lucy to the ground as usual.

Lucy should be able to continously chop 100 fully mature trees (800 chops, 8 per tree, unless her efficiency at chopping is improved, such as was done for the Moon Glass and Obsidian axe) before maxing out the Werefever metre.

Lucy can also be used as a weapon with spear damage (34.0). Lucy should be capable of achieving about 6000 hp damage, being swung continuously, before she reaches max Werefever, so 6000/34 = 176.5 swings. So Lucy should be set for 175 continual swings/durability uses to reach max frenzy (somewhere in the range of 150-200 durability at least, 175 likely being ideal). If the player exceeds max Werefever (reaches 100% metre), they'll instantly transform into wereform and drop Lucy, as they would if they overchop. 

The Werefever metre should only cool down during periods where she isn't being swung, and should be set to cool down in half a day's time (8 segments, 4 min) of continuous non-use (equipped or unequipped).

- Wereform Woodie: Woodie has only ONE wereform. This is Werebeaver by default, but with the allowance for alternate cosmetic alternatives (appearance and animations) as selected by the player. Weremoose can be the first, and perhaps only, alternate wereform available for selection by the player, similar to how the Willow refresh added Ashley as the cosmetic alternate to Bernie. Mechanically, there's only one 'Bernie' available to Willow. If the player chooses to craft Ashley instead, she is functionally (mechanics, numbers-wise, in every aspect other than appearance) identical to the default Bernie.

In the case of Werebeaver and Weremoose, obviously any combat moves such as the charge will require separate animations. Werebeaver can get down on all fours, bear its teeth, and charge ferociously. If you look it up on youtube you can find videos of beavers charging and attacking people that are threatening them. It's really scary cute because they surge at the person and while they do so their tail curls up in an a wave motion and then kinda crashes down flat/spoons out concave at the end of the charge/thrust. Check it out, it's adorable. Links are available on request. ;P

Obviously Weremoose already has its own charge animation. Weremoose can punch trees. Pigs can, so why not Weremoose. Punch that wood down.

However, again, regardless of appearance and custom animations, any wereform of Woodie is capable of all the same stuff as far as function/capabilities are concerned. No difference. This is essential. This can't be stressed enough: Different wereforms (such as Werebeaver and Weremoose) are simply reskins of the SAME wereform, and therefore all share the SAME properties. Each wereform, regardless of skin, shares the SAME properties and only varies in presentation (looks, animations, perhaps sounds, etc).

- Wereform Woodie: Woodie's wereform has only one metre: their Weremetre. All stats are functionally rolled up into this one Weremetre (Hunger, Health, and Sanity) while Woodie is in wereform. Therefore Woodie's Weremetre will be 200 units (matching human Woodie's Sanity stat), and Woodie will enter wereform at 150 out of 200 (matching his hunger and health stats). Should the player not take any action that would refill their Weremetre, the Weremetre should deplete at the rate of 150 to 0 in half a day (8 segments, 4 min from entry at 150, to exit at 0).

- Wereform Woodie: When the Weremetre reaches 0 (through Weremetre drain or combat hits), wereform Woodie will revert back to human Woodie in the same manner as in Don't Starve (singleplayer). In DS, while the screen fades out and then back in, and Woodie becomes human again, and gets back to his feet, the player is protected from taking any harm. So long as the transformation animation plays, the player is invulnerable. As soon as the player takes back control of their character and can move again, they are then capable of running away, and so will be vulnerable to taking damage as usual from that point on. This should allow a player to revert from wereform to human while being actively chased by or engaged in combat with either a crowd of mobs such as hounds, or any boss, and be able to run away and survive without taking damage from them, if they act without delay.

After reversion back to human form, Woodie's penalty will be to have his stats set to 37.5 hunger (half a day's worth), 50 health, and 50 sanity, as established by DS (singleplayer).

- Wereform Woodie: is capable, by TWO types of actions, of replenishing its Weremetre: EATing the appropriate material off the ground, or by GNAWing.

The appropriate edible material should include Living Logs = 50, Logs (and Grass Tufts, Saplings, etc.) = 10, Twigs = 5, Cones of all kinds (pine cones, twiggy tree cones, birchnuts, etc.) = 2.5, Grass = 1. With the exception of the introduction of eating cones, all these values are established by DS (singleplayer).

Gnawing (attack action in wereform) any mob or appropriate structure/prefab (harvestable by wereform) should increase the Weremetre by 1 per bite.

- Wereform Woodie: Stats. Hambat Damage (59.5 or 59.0). Logsuit Armour (80%). Road Base Speed (130%). Attack rate 0.5 (if normal being 0.75).

- Wereform Woodie: Combat. The damage received from any hits taken from enemy mobs are processed to the Weremetre the same as they would to health, with the appropriate armour rating (default being 80%, log suit value) applied. When the Weremetre reaches 0% through hits taken during combat, the character reverts to human. This is the same as if the player allowed the Weremetre drain rate to reach 0%.

Wereform includes two additional combat moves (besides gnawing): Charging (as already introduced, with a custom animation for Werebeaver added), and an Aoe Attack called Tail Slap for Werebeaver, and Antler Bash for Weremoose (being the same attack with a new custom animation required for both).

The charge should knockback enemies in accordance with their mass (so bees would be knocked back relatively far, but bosses are only knocked aside enough that the wereform will not be caught on or deflected from their straight line path by colliding with the boss; ie. as least and unnoticeable a distance as possible to achieve that goal). The charge should also briefly stun any mob that is effected by it. Gnaw attack damage (hambat default) should be applied to each mob impacted by the charge, and each mob struck during the charge should count as 1 gnaw (+1 Weremetre per target hit).

The aoe attack should make a cracking sound when performed. It will apply 200 damage to any target included in the circle (perhaps the size of abigail's radius) and result in a longer stun. In looks, think 0:27 of the Woodie Animated Short for reference (for Werebeaver's Tail Slap). The aoe attack move should cost 50 Weremetre to peform, as a limiting factor.

- Wereform Woodie's Sanity and Weather/Insulation Mechanics: Wereform Woodie's full Weremetre is 200, which corresponds directly to human Woodie's Sanity. So long as wereform Woodie's Weremetre remains above the normal threshold for insanity (15% or less), it's business as usual for Wereform in DS (singleplayer) fashion. Hoedown music as regular, and vision unimpaired by any insanity overlay. Above 15%, Woodie's wereform is impervious to weather effects such as freezing and overheating.

Immediately preceeding the Weremetre reaching 15% (perhaps at 17.5%), the frenzy fueling the wereform is waning. Weremetre levels have fallen low enough, and the wereform has become weak enough that Woodie begins to receive the warning aura for upcoming freezing or overheating if applicable (ie. in Winter or Summer). This is the warning for the player to be aware that they are approaching the insanity threshold (at 15%), at which point the wereform will begin to take damage to those effects.

When the Weremetre reaches and falls beneath 15%, the wereform becomes fragile as loss of wereform and reversion back to human (at 0%) approaches. This results in the normal sanity penalties to apply (any Shadow creatures present will attack, one Crawling Horror spawns at a time, etc.) The Hoedown music should degrade and become distorted, and vision become impaired by the insanity overlay as indicators. If freezing or overheating applies (ie. in Winter or Summer) then the preceeding warning aura becomes the full freezing/overheating damage auras and an additional drain rate to the Weremetre comes into effect as the player freezes or overheats and the freezing/overheating health loss is applied to the Weremetre. This will accelerate the return to stat-penaltied human Woodie should the player not be able to reverse the Weremetre decay in time. This will result in them being unprotected by any insulating clothing that was dropped during their transformation to wereform and vulnerable.

So the sanity mechanic should be identical to what happened to original DST Werebeaver as a result of sanity drain (but not at that sanity drain rate). Normal weremetre drain rate (whatever accomplishes 150 to 0 in 4 min) applies throughout, from 100% through to 0% of the Weremetre, plus whatever extra drain rate is added as a result of either freezing or overheating, if applicable (from 15% through to 0%). So at 10% to 0% Terrorbeaks will spawn, and up to two Crawling Horrors or Terrorbeaks will spawn at a time as before.

Wereform is waterproof and has 100% wetness/rain insulation.

- Wereform Woodie: should be able to swim in water (as hounds do), immersed with only its top showing. Base wereform speed (130%) applies. For werebeaver, its beaver feet should be visible in the water as it swims, whirring like cartoon propeller feet. Beavers are an aquatic animal and so are Moose (who are adept swimmers, and can hold their breath and dive up to six metres underwater to eat. Aquatic vegetation is a regular part of their diet). In fact the one helps create habitat for the other (beaver dams create bodies of water for moose to feed in).

If the Weremetre reaches 0 while in the water, the reversion back to human Woodie will result in instant drowning. There will be almost nothing to gnaw in the ocean besides the occasional harvestable (bull kelp for example) or edible to consume (such as the few pieces of wooden flotsam from randomly encountered shipwrecks). The player can combat at sea but cannot gnaw structures such as sea stacks, and therefore cannot regain Weremetre easily, and so is constrained by the time limits of the Weremetre with few means to extend it.

- Wereform Woodie: Full Moon = Instant transformation to wereform. An accelerated Weremetre drain rate, possibly similar in scale to the sanity drain rate for the original DST Werebeaver. Or perhaps it should take 1 or 2 min (2 or 4 segments) to drain from 150 to 0 without player intervention (so either 2x or 4x the normal Weremetre drain rate present at all other times). This should make it extra challenging to stay in wereform during a full moon. Dancing together under the pale moonlight of Deerclops Date Night should prove interesting...

- Human Woodie: Planting cones of any type should award +5 sanity to Woodie. A cone is a one time use item and is consumed during the planting process. This is a fair mechanic that allows beginner players and early game Woodies to recover from the stat penalty after losing wereform, and is of limited usefulness mid to late game, as it's a slow, tedious process that requires quite a bit of room. By that point there are much better, easier methods for sanity regeneration available to the player.

In comparison, let us consider Wormwood's sanity planting bonus. Here Wormwood can plant (+10 sanity), dig up (-5 sanity) grass tufts and saplings infinitely for a net gain of +5 sanity per cycle, at the cost of only one use lost from the durability of the shovel, and enough space to place one plantable in. Wormwood can easily do this ad nauseum to recover full sanity. At least when Woodie plants cones, the cone is consumed in return for the sanity boost. In consideration of the above, it's really not a big deal to keep this feature in. Please add this back to Woodie.

- Human Woodie: has an 150% chance of spawning Treeguards and Poison Birchnut Trees, as already established by the refresh.

- Wereform Woodie: no longer spawns Treeguards or Poison Birchnut Trees, as already established by the refresh.

- Wereform Woodie: set hotkey shortcut (Ctrl + Space) for automatically eating edibles off of the ground such as logs. In DS (singleplayer) this is Space (only, no modifier), which leads to frequent, frustrating, accidental acts of ingesting your harvest while stumping the tree you just gnawed. Ctrl + Space would prevent this from happening when you don't want it to, with the added benefit of being analogous to the already established Ctrl + F combat convention, and being just as useful as the original shortcut for being practical, quick, and easy to use, even when being pursued (ie. Terrorbeaks) or when in active combat.

- Wereform Woodie: In DS (singleplayer) you can remove stumps and plantables such as saplings with one gnaw. In DST this was changed to two gnaws. This makes sense with regard to preventing accidental digging up of non-renewable resources such as saplings or grass tufts, giving consideration to any other players who may be present, but does not make sense when it comes to stumps, which are unsightly, disappear over time anyway, waste an entire log if not dug up, and block the space for replanting. They should be made easy to remove immediately after gnawing the tree down, by making a stump require only one single bite to harvest. So please change stumping to one gnaw, and keep digging plantables set to two.
 

[Woodie Rework] Optional Proposals

- Totems: Instead of idols crafted from monster meat, allow Woodie to access a crafting menu while holding Lucy in his hand. This will allow him to carve wooden totems. These totems are intended to be more mid to late game perks for Woodie and thus will require living logs as the base material (in order to limit access to them early game as well as being thematically appropriate).

Consuming a totem will provide instant transformation to wereform (same as Full Moon) as well as a certain perks, depending on which totem type was used.

1. Goose Totem - 1 Living Log and 2 grass. Looks like a carved wooden goose decoy (from a Living Log) with a fountain of grass in place of tail feathers.

Perk would be to lower the wereform's attack and armour stats down to original DST Werebeaver (spear dmg and original armour value) but give the wereform a speed boost. Speed boosted wereform should be at least equal to overcharged WX (150%) but not more than 10% more (160%). 155% would likely be ideal. This would discourage the player to engage in combat, but would make it possible for them to defend themselves if necessary, but at a noticeable combat penalty.

2. Moose Totem - 1 Living Log and 2 Twigs. Head and body are carved from one piece (of Living Log) with a solid base to stand on. The 2 twigs constitute the moose totem's antlers.

Perk would be to raise the wereform's attack and armour stats to 68 dmg (Dark Sword) and 95% (Night Armour/Marble Suit) or 90% (Thulecite) while lowering the wereform's speed to 100%. Improvement to combat stats at the cost of speed. The AoE attack (Tail slap/Antler Bash) could also be augmented (damage-wise, aoe size, etc).

3. Beaver Totem - 1 Living Log and 2 Hounds Teeth (or Bone Shards). Head and body are carved from one piece (a Living Log). A beaver standing proudly upright, tail erect, with a solid base to stand on. The 2 Hounds Teeth (or Bone Shards) constitute the beaver's twin incisors (having the teeth gleam wickedly would be a nice touch, hehe).

Perk would be faster attack rate for faster harvesting of any applicable structure, such as trees or boulders, or mob. Damage, armour, and movement speed values would remain default.

- Monster Food: Since Woodie can enter a wereform, it makes sense that as both a werebeaver and a werecreature, that in addition to wood, the wereform could consume monster food in any form, be it raw monster meat, cooked monster meat, monster jerky, monster lasagna, monster tartare, and durian or extra smelly durian (or any other monster food possibility). Initial suggested values could be Raw monster meat and durian = 10, cooked monster meat and extra smelly durian = 12.5, monster jerky = 15, monster lasagna = 30, and monster tartare = 45.

Hopefully this proposal will prove to be fairly thorough and comprehensive. Should anything come up that has been missed in the original, it will be considered and potentially edited in at that time.

There are two points to add at this conclusion:

1. Let's view Woodie as a Jekyll/Hyde character with two viable states he can exist in, even long term. While human Woodie may be the main state, like Jekyll, taking the appropriate actions or experiencing the right events will trigger his transformation to Wereform.  This werestate - Woodie's hidden Hyde - exists at an accelerated pace that, if the player makes enough effort, they should be able to maintain long term; if their surroundings support it, or if their combat skills are sufficient. This form should be accelerated in risk, AND reward. If the player can manage to maintain their wereform, Woodie should be able to harvest, combat (with the exception of combat-centric characters), and explore at a more efficient, accelerated rate in comparison to others, including his human self.

2. Let's hope this leads to seeing both human AND wereform Woodies running around for the entire duration of any group boss fight, and BOTH be welcome, beneficial contributors to such! Thank-you so much for considering (or even simply reading, lol) this proposal for Woodie's rework!

Houndius Shootius' range in terms of pitchfork-turf-tiles?

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I'm just asking how far can a shootius shoot, please tell me the range in units of pitchfork tiles

Survivors Joining Smash?

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This game is so freaking cool it deserves representation in Smash. Please!

 

Proposal: The Nameless City

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Version 0.1

@ADM

Recently a very interesting project was born: "Uncompromising Mode"

In this gigantic project, there is also a part dedicated to the world gen. I think it would be great if we could have a game-ending biome based on madness, which has always been the hallmark of DST.
I then did a preliminary survey to see if the forum community was agree.

It emerged that about 83% of the participants are in favor of the idea.

I therefore decided to expose the concept I had in mind more comprehensively, and to submit it to the public scrutiny.
I wish it wasn't just my proposal for enrich and characterize "Uncompromising Mode", but a collective proposal.
Obviously, this post is also a suggestion for Klei and how, perhaps, they could proceed with future updates after "salty dog".

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

Premise

The people who are working on "Uncompromising Mode" are not a videogame company. Any proposal is welcome, but it must be relatively "easy" to implement and inexpensive in terms of time and resources.
I suggest therefore to suggest from which other aspects of the game you can take sprite, textures, animations, perhaps with a minimal graphic restyling. It's important.

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

The Nameless City

The "Nameless City" is a story by Howard Phillips Lovecraft, written in January 1921 and published in November of the same year in the Wolverine magazine. It is often considered the first story belonging to the Cycle of Cthulhu.

https://en.wikipedia.org/wiki/The_Nameless_City

For the new (hypothetical) end-game biome of "Uncompromising Mode" I thought it was particularly appropriate to be inspired by the first story of the Cthulhu Cycle. DS is inspired by the atmospheres of Lovecraft, and what better than the "Namless city" as a biome based on madness?

The "ruins" of the game are a clear reference a "Namless City". So it would be a biome perfectly integrated into what is already in the game's underground.

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

Description of the biome

The biome should be a desert island, beyond the ocean. There should be some obstacle that prevents the player from reaching it before completing some important goals (in the poll, most people voted "After killed the Ancient Fuelweaver")

The island is a desert and inhospitable land ("similar to the desert of Arabia") in which there are ruins of the ancients. There are, gigantic columns sprout from the subsoil, the remains of pseudoscientific stations, rubble of various kinds, all in the midst of desert sands.

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

Dangers of the biome

 1) Extreme heat: The island of the "Nameless city" would be very hot. In every season (except winter) it is advisable to wear protection against extreme heat.

 2) Sandstorm: The island is perpetually devastated by a sandstorm. Without the Desert Goggles, exploration is impossible.

3) Wind: The wind that blows constantly together with the storm turns off any kind of open fire in a few seconds.
Torches, camp fires and endothermic fires are unusable.

4) Craters: The presence of craters constitutes a further obstacle to movement (similar to the desert dunes in reality)

5) Ravenous madness: There is an strange influence on the island. Sanity decreases constantly, even during the day. As the sanity goes down, the player starts to get more and more hungry for meat.
When sanity falls below 90%, the player's hunger rate increases by 10%.
When sanity falls below 80%, the player's hunger rate increases by 15%.
When sanity falls below 70%, the player's hunger rate increases by 20%.
When sanity falls below 60%, the player's hunger rate increases by 25%.
When sanity falls below 50%, the player's hunger rate increases by 30%.
The player starts to recover only 1/3 of the benefits of dishes that are not meat based.
When sanity falls below 40%, the player's hunger rate increases by 35%
When sanity falls below 30%, the player's hunger rate increases by 40%
The player starts to recover only 1/3 of the benefits of dishes that are not morsel, meat, monster meat or dried meat.
If the hunger falls below 50%, the player suffers every minute in the game of very strong stomach cramps that cause 10 damage and decrease the sanity by 5.
When sanity falls below 20%, the player's hunger rate increases by 45%
If the hunger falls below 50%, the player suffers every minute in the game of very strong stomach cramps that cause 15 damage and decrease the sanity by 10.
When sanity falls below 10%, the player's hunger rate increases by 50%
The player starts to recover only 1/3 of the benefits of dishes that are not raw meat.
If hunger falls below 50%, the player suffers every minute in the game of very strong stomach cramps that cause 20 damage and decrease the sanity by 10.
(Easter egg: other players look like gobblers)

Attention: The island is barren; there are no trees, no cactus, no cut grass or twings.
Each resource must be carried by itself, player must be completely self-sufficient.

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

Populations

1) Thulecite lobsters: The island is inhabited by creatures similar to stone lobsters, alien entities confined to the ruins of their civilization. Perhaps they were created as slaves. 
They are hostile.

Thulecite Lobster

image.png.8467e52fd101842eaeeab2b860cc77ab.png

Health

2250-3600 

Damage

100-150; 

When they hit, they can summon a small shadow tentacle, like the Thulecite Club.

Walking Speed

2

Special Ability

Can camouflage which absorbs 95% damage,

Passively regenerates health.

Eats minerals from the ground.

Periodically fall thulecite fragment (like the Bearger with his fur).

Loot

image.png.fc432618b2957462471bef5cdd97757e.png× 8 image.png.ffb1ff45f7678de3788f0ee387d67c57.pngx16 image.png.58d041a444e0236a381321230a731b7c.png x4

Giant Thulecite Lobster 

image.png.8467e52fd101842eaeeab2b860cc77ab.png

Health

7.400 

Damage

200; 

When they hit, they can summon a small shadow tentacle, like the Thulecite Club.

When it suffers too much damage, it generates dozens and dozens of small shadow tentacle (such as the giant underground tentacle)

Walking Speed

3

Special Ability

Can camouflage which absorbs 95% damage,

Passively regenerates health.

Eats minerals from the ground.

Periodically fall thulecite fragment (like the bearger with his fur).

Loot

image.png.fc432618b2957462471bef5cdd97757e.png×16 image.png.ffb1ff45f7678de3788f0ee387d67c57.pngx32 image.png.58d041a444e0236a381321230a731b7c.png x8 

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

So far these are the elements that I thought of inserting. Obviously it takes a lot more content to characterize a biome, as well as attractive rewards (certainly the "simple" Thulecite is not enough to attract).
I would like the community to propose further elements to add in this hypothetical "post end-game" biome. 

 

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Woodie Character Update Now Available + RoT:Salty Dog Beta

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Hey everyone!

Here we are again with our next character update! We have a bunch to share, from Woodies’s character refresh, his new skin sets, new twitch drops, Salty Dog comes to beta and a big console update!  

Here we go!

Tree’s a Crowd
Every character has their story, and with each refresh, secrets will be revealed. See what new surprises Woodie has to share with you here:

With the effects of the moon stronger than ever, Woodie has finally embraced his wild side. Armed with two new were-forms and a (knick-)knack for controlling his strange curse, he's ready to face anything the Constant can throw at him.

Woodie Character Refresh

  • In addition to Werebeaver, Woodie now has two new transformations that specialize in different things, such as combat and locomotion.
  • A random transformation can be triggered by repeatedly consuming Monster Meat (or prepared dishes like Monster Lasagna).
  • A specific transformation can be triggered by consuming one of the three new craftable idols made with Monster Meat.
  • The Log Meter has been replaced with a Were-Meter that appears only during Woodie’s were-forms.
  • The Were-Meter drains constantly, and Woodie reverts to Human form once it runs out.
  • Performing specific actions will extend Woodie’s time in each were-form.
  • During fullmoon, Woodie is forced into a random transformation (once per fullmoon), and the Were-Meter drains at half the speed.
  • Reduced Woodie’s sanity drain while in were-form.
  • Woodie no longer gains sanity when planting trees.
  • Woodie no longer needs to eat wood.
  • Woodie has a 50% higher chance to spawn Treeguards and Poison Birchnut Trees.
  • Werebeaver no longer spawns Treeguards and Poison Birchnut Trees
  • Like the Werebeaver, all new were-forms gain night vision and some weather resistance.
  • Woodie can now view the Map while transformed.

We have also added 2 new skin packs for purchase. The Woodie Deluxe Wardrobe contains 5 skins, Woodies Team Player, Guest of Honor, Roseate, Triumphant and Survivor skin sets for $14.49cad ($12.99usd). We have also added the Canadiana Chest which includes the Hockey Helmet, Hockey Stick and Rustic Cabin skins for $4.65cad ($3.99usd).  

Return of Them: Salty Dog (BETA)

Join us on the beta branch and check out the next content update Return of Them: Salty Dog. 

Only the bravest salty dogs will brave the brine shoals to collect the spice of life.  Beware the Malbatross. Many a sailor has had their ship dashed on rocks for tangling with this bad bird.

New things to discover:

  • Salt Formations
  • Cookie Cutters
  • New Warly Spice: Salt
  • The Malbatross
  • Resources: Salt Rocks, Feathery Canvas, Malbatross Bill. Cookie Cutter Shell.
  • Craftables:  Salt Box, Winged Sail. Cookie Cutter Cap.

For directions to join the beta branch check out the directions here

New Streaming Drops!

We are adding the Radiant Star Caller's Staff and Prismatic Moon Caller's Staff to the Crystaline collection. For more information on streaming drops and how to get them, check out our support topic here

starstaff_crystal.png

Console Update:

With the Woodie character refresh we are also updating console with Return of Them: Turn of Tides content! For more info about Turn of Tides please check out this post

Introducing, Klei Rewards

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We are introducing a system that will allow players to collect "points" on their accounts by doing various things like subscribing to our Youtube or following us on Twitter and then use those points to get items. Currently we will be using this to distribute our out of cycle Twitch items rather than selling them as we had previously suggested. This allows players to get what they missed before or just get them without going through Twitch.

The first version of this can be found on our accounts page here: https://accounts.klei.com/account/rewards

In the future we will update the rewards program with new ways to earn more points and pick up cool rewards they may have missed, or even possibly entirely new stuff. Let us know what you think!

 

Unable to connect to Klei rewards

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Whenever i try to connect to Klei rewards the error "We're sorry. An unexpected error has occurred. Please reload the page and try again." shows up

This error persists for 2 days

please help

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Plugged sinkhole

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Hi! So I set up a dedicated server two weeks ago but I can't seem to make the caves work. I was able to link the cave to the world last night (was plugged sinkholes) but I somehow messed up the settings and now I'm getting several errors. Fortunately, the main world is still fine. Just the caves won't work.

Below are the configuration files.

dstds-dirtree.png

cluster.ini

caves_server.ini

master_server.ini

Showing off your outfits [2]

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Hi all. The old topic was archived in early 2017, but I thought it'd be a good idea to bring it back. There have been a ton of content since and quite a bit of skins. Personally I really enjoyed the Victorian collection but others were good as well. Well, if you got any cool outfit sets you wish to share - post it here!

I'll start

5b91b6b59de25_Screenshot(67).thumb.png.c9a4882cb1a765fc867bf430389e7211.png

Colonel Woodie of The Royal Canadian Regiment

5b91b73de3cfc_Screenshot(68).thumb.png.fd702a25e59e86a52df1b887c231ccf9.png

Shadow smith Winona

5b91b777ae5c1_Screenshot(65).thumb.png.e94afab73d64a386298a3fdf6141bd40.png

XIX century colonial governor Wilhelm P. Higgsenburgh

5b91b7e688876_Screenshot(64).thumb.png.a01fbabe608e7932b0bbbfc540895f7c.png

Severely beaten yet still dapper Wilson

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